Bridgman Bootcamp 2020, Session 3 of 12
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- Опубликовано: 10 фев 2025
- This recording is from the 12-Session Summer 2020 Bridgman Bootcamp with Marshall Vandruff.
You may find his Bridgman Booklist helpful: marshallart.co...
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Bridgman's art is like the magic ring in Lord Of The Rings. It doesn't look like much at first glance, but it was forged in fire and posseses incredible power! Thank you for being our guide on this journey Sir Marshall!
Thank you so much Mr. Vandruff- this really is whipping my skills into shape
I must say, listening to these is an absolute pleasure! Thank you Sir!
its my first course from Mr. Marshall, and when he starts laughing when saying "120 boxes, yeeeeah bootcamp". Have to say - its my kind of humor 🤣 love it so far!
You are an excellent teacher Marshall. I am coming from the Proko course, and while the Proko anatomy course is great. You have the teaching style that I need. Thank you creating this playlist of lessons for us all to learn from and enjoy.
Thank you Zachary! I do enjoy prepping courses, glad you like them!
Bless you Mr. Marshall
Can't wait for next weeks lesson! Thanks Marshall
"if you are not familiar with that, it might hurt" lol
Thank you for the lesson Marshall, was really useful for clarifying perspective for the basic shapes and figure drawing.
I believe this will calrify what seems to be confusing so many people. A BOX that is twisting around or tumbling around in space IS NOT LEVEL - meaning it does not share a parallel set of X lines (left and right lines) with the ground plane. In an environment, Perspective rules apply because buildings are sitting ON THE GOUND PLANE, and thus their X and Z lines are parallel with the ground, and thus the HORIZON. When a box is tumbling around, its X Y and Z lines are now pointing at a DIFFERENT direction than the horizon. They don´t give a darn about the horizon, they are interesting and renegade! They call attention in an environment precisely because they do not conform to a set grid of parallel lines! Their axis may point below the horizon or above it in varying degrees.
To keep consistency, if something else is tilting or tumbling at the same degree as the tumbling box, we would need to use a tool in perspective called VANISHING TRACE, which is completely overkill of course in drawing organic figures. The only way to intuitively understand and draw tumbling boxes is to practice drawing a box from multiple angles, tumbling it so that it does NOT match the horizon line. For some, it may take drawing a few boxes, ten or twenty, for others it may take a few hundred! But I assure you, ANYONE with enough persistence and passion can achieve it. Practice!!!!
I finally understood this thanks to your comment! Thank you for the details 😊
@@ChristianB258 it's been 3 months but I recommend you to check out Drawabox videos for boxes ,
i'm so greatful for this. thank you!
Very nice explanation. "Fun With a Pencil" by Andrew Loomis also has an excellent discussion of this topic using the ball.
You're such a great human 🖤
Thank you for uploading Marshall. I appreciate it very much. =)
Fascintating! The Holy 3-plane Trinity :3 Absolute beauty
Thank you Sir‼️
I'll take my time
Thank you sir! I might become your fan haha you’re amazing!
It’s labeled xyz because Descartes who introduced the coordinate system used the last letters of the alphabet .
God looking over the homework just makes me feel stupid now.
Does anybody know where I can find that Josh Reid demo Mr.Vandruff mentions at 9:30 ?
I'm looking for it too!
I get the joke. LOL. The demo is about an X-Box version of Minecraft. All the characters are built from blocks much like Bridgman's drawings.
The 3D concept of global VS local axis can be useful to know about and thinking about the axis/perspective of the camera 😁
You are messing with my ocd😁.
Blender users know their local (and global) axis pointing up and in blue as the z-axis, the unity game engine have the up axis as green y-axis.
Now the y-axis is blue😂.
i think you are confusing people on this one. 26:20 onwards, if you want to talk about the X Y Z cordinates that on programs such as in blender we talk about to navigate in true 3d space which.
so if you were to move up and down it you would move on the (Z axis), left and right on the (X axis), forward and backwards on the (Y axis). So to say it in other words Z would be the height, Y would be the depth and X would be the length.
In various 3d software, Y and Z are used to point upwards, both right-hand and left-hand. People will never be able to agree to use one standart, but they will suffer for centuries and make conversion options when importing and exporting data.
The same applies to normal maps for shaders, Y+ and Y- in different software. It takes thousands of years of social evolution to be able to choose a single standard.
My psychologist puts a megaphone on my chest and shouts at my heart to start feeling.
1:16:53 ☠️☠️🎉